Name | The Culling | ||
Developer | Xaviant | ||
Publisher | Xaviant Games | ||
Tags | |||
Release | 2017-10-05 | ||
Steam | |||
News | |||
Controls | Keyboard Mouse | ||
Players online |  1  | ||
Steam Rating | Mixed | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  500,000 .. 1,000,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 1555 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 248 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | The Culling Linux [4.49 G] | ||
DLC | The Culling - Original Gangster Founder's Pack The Culling - FUNC Buster Starter Pack |
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Greetings contestants!
Long-term This is it. The grand kahuna.The big potato. The spiciest chicken wing. This is The Culling 2018/2019 Roadmap. Below you will find a nifty graphic that highlighting our vision for the future. Though not all-encompassing, each milestone on the roadmap represents key, tentpole changes coming to The Culling. Along the way we will continue to optimize, fix bugs, and address any pressing balance issues that arise. Also note that these milestones will be achieved incrementally, not in one fell swoop. So you can expect to receive juicy updates at regular intervals along the way. —————————————————————————————————— Milestone 1 For too long Duo play has played second fiddle to Solo. It’s time for Duos to play first fiddle, or at least equal fiddle. A mutually successful fiddle. Double Trouble puts the emphasis on team play in the wild and in custom matches. Perk up, partner up and take on on other teams in expanded matches with more contestants than ever before.There may be no I in team, but there is a U in Duos. Milestone 2 What is a game show without bonus prizes?Challenge Accepted ups the ante and weaves in new layers of achievement during each match. There can only be one winner, but who says you can’t go home with some consolation prizes? Milestone 3[b] We’re throwing a party and everyone is invited!With Private Party we’re offering you the producer hat and giving you the tools you need to create your very own Cullcast sponsored events.Choose the contestants. Customize the match options and showcase all the mayhem in a brand new spectator mode. [b]Milestone 4 By this point, The Culling will have emphasized Duo Play, debuted a new challenge system and overhauled custom matches to be more customizable than ever before.It’s time to think big and play big. It’s time to Bring the Whole Squad.More friends. More enemies. More match events. More island. More Culling. The future is bright and we’re chomping at the bit to bring all of the above, and more, to The Culling over the coming months. —————————————————————————————————— We want to know what you think. Send us a message on Facebook and/or Twitter and let us know what you’re most excited for. But that’s all of our time for today. Until next time… See you on the island! |
- Reduced spawn rate of firearms in Blue Crates and Red Crates Dev comments: We like seeing guns turn up in crates occasionally, but the drop rate was high enough that you usually saw several guns in many matches. The drop rate has been reduced by roughly two thirds. - Removed Dynamite, Impact Grenades from Green Crates Dev comments: You can still get explosive mines and remote explosives from green crates. This was something we talked about in a previous dev diary but didn’t implement. - Fix for aiming down the sights with a ranged weapon not providing an accuracy bonus Dev comments: This bug was introduced when we made some bow accuracy changes for Origins. We’ll be keeping an eye out for Bow accuracy feedback now that this issue is resolved. - We now hide crosshairs when aiming down the sights with ranged weapons Dev comments: This is not intended to affect ranged weapon balance, we felt that the crosshairs were a distraction when aiming down the sights. - Voice communication now uses push-to-talk (mapped to Left Alt by default) - Fixed several keyboard keys that could not be mapped - Added menu option to invert mouse Y axis - Fixed bug that allowed players to apply a second satchel to unlock 5th inventory slot - Fix for exploit based on recycling the Detonator for a Remote Explosive - Don’t show player count on main menu (the count was not accurate and didn’t account for players who were in matches) - Fix for bug where Sabre applied cripple wound even when Disabler perk was not equipped - Fix for US West not being selected as an automatic region - Golden Arm perk description now accurately reflects that Golden Arm’s bonus damage scales based on distance from target (reaches 100% bonus damage at 20 meters) - Trapper now provides a single Steel Caltrops - Fix for bug with Explosive Runs description that stated the stim grants 25% boost for 30 seconds (it provides 15% boost for 2 minutes) - Fixed UI typo for Headphones How do you feel about our patch? Share your thoughts in this survey Until Next Time, We’ll see you on the Island. |
How did this happen and how can we be confident there aren’t more issues like this lurking? We did a good job of returning all the timings and variables back to Day 1 settings across the combat system, but we failed to recognize how important it was to “unfix” the Day 1 weapon speed bug. In the case of the shove animations, we like the look of the new animations better so we decided to keep them, but we failed to check the timings to make sure they matched. The bottom line is we screwed up. It’s hard to admit, but it’s true. Are there more issues like this out there? It’s possible. We’re keeping our eyes peeled and we’re counting on you all to continue reporting the issues that you find. We suspect that after this round of changes things will stabilize considerably. We are currently targeting this Friday for a patch that addresses these combat fixes along with some other important items. We’ll get a preview of our patch notes out ASAP. In the meantime, how do you feel about this plan? Please fill out the survey and let us know. Until Next Time, We’ll see you on the Island. |
The net result of these changes is that the system will behave more cleanly and consistently and results in a clear counter for shove spam. We’d like to hear your reaction to this plan. We’d also like to know what you think our top priorities should be. Please take a moment to complete our new survey. Until Next Time, |
You can look forward to more surveys not long after Origins launches. It’s been a pretty wild rollercoaster ride here at Xaviant for the last couple of months. While it can be scary to take a big risk, it’s also thrilling, especially when you know you have the community’s support behind you. We’ve been having an absolute blast getting Origins ready for you and we hope you love it as much as we do. Please come out for the relaunch, and bring a few (hundred) friends with you. This is a labor of love for us, but it won’t succeed unless you make it happen. Until next time, We’ll see you on the Island this Friday. |
Xaviant Director of Operations Josh Van Veld offers a special announcement on The Culling: Origins |
Xaviant Director of Operations Josh Van Veld delivers a development update for The Culling and shares when you might expect to be playing Origins. |
In preparation for the Origins update and a shift to Free-to-Play we have taken The Culling (incl Day 1) off of sale on Steam. |
If you haven’t heard, the team here at Xaviant is working on a big new update called The Culling: Origins. The goal of the update is to take the game back to its roots. The look and feel will be very close to the Day 1 version, but we’ll be keeping the bug fixes, improved art content, and performance optimizations that were solid steps forward. Along with this update, The Culling will also become free-to-play.
With that out of the way, we’d like to engage you all on a specific topic: Health Station Tethering. On Day 1, you could initiate healing with a Health Station and maintain healing during a fight. This isn’t something we originally intended, but some players enjoy the dynamics of fighting around health stations in the Day 1 version. In the live build, this behavior has been changed. You have to face the Health Station in order to heal and your healing is interrupted when you perform combat actions. Since the Day 1 behavior wasn’t something we originally wanted and we don’t think it communicates well (it’s hard to tell who is being healed or how to interrupt them), our current plan is to maintain the live version and remove the tether. What do you think? Please click the following link to fill out the survey. The Culling Survey: Should Health Stations Maintain Healing In Combat? Thank you for taking the time to contribute to the success of The Culling: Origins. We’re excited to share more with you soon. Until next time, We’ll see you on the island! |
Find out more about The Culling's journey to F2P and return to active development in our latest Developer Video Diary. |
Greeting contestants! This fix has the unintentional side effect of making other usable items (stims, armor, traps, backpacks, healing items) require a "hold" rather than a "click". Though this operates similarly to the live mainline build, it's our intention to keep the Day 1 Reference as original as possible. As such, we may address this in a future patch. FPS - Raised maximum frames per second threshold from 60, to 120. |
Greetings Contestants, |
We ask that you please watch the following video for an update on the status of our studio and the future of The Culling. |
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Greetings Contestants, |
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NEW! Ranked Leaderboards |
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On the other hand, we’ve made the aim sensitivity assist (where we reduce your thumbstick sensitivity when your crosshair is close to the target) have a larger maximum area to help you manually aim your shots. Most importantly, we’ve fixed the bug that made aim assist target your teammates, making coop a little more.. cooperative. New Match Events We’re happy to share that there are several new Match Events currently in development. Though we cannot go into specifics on the exact amount and variety of the events, many of the new additions include concepts and mechanics that have never been seen in The Culling. One that we’re particularly excited about is Blood Moon, which sees the sky bathed in scarlet moonlight, which reveals red outlines on all contestants across the map. Despite what you might have heard, in Blood Moon there’ll be no hiding, so we recommend that you run, because every contestant is marked, no mantracker required. Look to hear more about Blood Moon and other match events as we head towards future patches. It’s going to be an…. eventful future. Closing So that’s this week in the books. Fin. Complete. Done. We hope that you enjoyed the extra sample of what’s to come, because we look forward to sharing them each and every week. Expect to hear more about diaries and patches very soon. Until next week, See you in the Arena. |
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Changes Bug Fixes Known Issues |
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Play The Culling for FREE starting now through Sunday at 1PM Pacific Time. You can also pickup The Culling at 33% off the regular price!* |
Dev comments: The nature of Weakness/Feeble created scenarios where it was nearly impossible to overcome a HP disadvantage because the Weakened player was capable of forcing damage trades. We want players to have the opportunity to overcome any HP deficit through skillful play- Stagger creates that opportunity. Dev comments: The original rationale for replacing stagger with Weakness was that at nearly 2 seconds, Stagger was disruptive to the flow of a combat encounter, making the action feel stilted and forcing players of all skill levels to spend too much time in a stunned state. Cutting the Stagger duration by half a second makes it feel more like a large hit reaction than an extended stun. Dev comments: Stagger times were previously set to 1.7 seconds in order to give players enough time to capitalize with an attack and avoid a jab-back when the stagger wore off. In order to reduce Stagger time significantly, we need a tool that allows players to avoid an inevitable jab-back. The new combo system allows a skilled player to punish the Staggered player and transition quickly into a block if they expect a jab-back. This generally increases the skill ceiling for combat by requiring better positioning and timing to capitalize on a Stagger (a fully charged attack is no longer guaranteed), as well as creating new decisions where a players must quickly decide how to combo their actions. A side benefit is that skilled play is rewarded with faster and more responsive combat actions. New Modes: Offline Survival (Basic and Advanced) Dev comments: This mode was born of a desire to give new and veteran players an offline space where they can develop their skills in an environment that concentrates the action into a fast-paced battle for survival against wave after wave of AI bots. This takes place in a brand-new arena with custom-tailored Culminators. New Items Updated Economy for Classic Matches Dev comments: Though strategic, previous iteration of Holospawners made it too easy for a player to obtain a gun, with the result that guns were almost guaranteed to appear in most matches. We want Holospawners to represent a bit of a gamble rather than a sure-fire path to a specific item. Dev comments: We want Holospawners to have meaning for everyone throughout the match, rather than only being available to players who’ve accumulated several kills. With the new scheme, there are several viable Airdrop/Holospawner strategies, with a healthy dose of RNG thrown into the mix to keep things interesting. Dev comments: The goal here is to encourage use of all economy sinks (Crafting, Health Stations, Holospawners) throughout the match, rather than requiring players to hoard their FUNC in order to access a Late-match Airdrop. The net result is that Airdrops will be more accessible and players will be free to spend their FUNC without worrying how that impacts Airdrop availability. Dev comments: While it’s good to have systems that promote aggressive play (we don’t want everyone hiding in a bush until the end of the match), we think the early match scavenging process is an important part of the game that needs to offer real value in terms of pursuing an expensive Airdrop or Holospawner. Dev comments: This goes hand-in-hand with the increased recycle values change. We’re shifting the balance of the economy to be more balanced in terms of rewarding all types of active play, not just killing sprees. Dev comments: The goal here is to make Tier 2 weapons more valuable in the Early phase of the match due to scarcity. The only way to get a Tier 2 early will be to purchase it in a Holospawner (costs 50 FUNC, not guaranteed) or to find one in a Green Crate (few of them in the match, also not guaranteed). Updated Match Progression for Classic mode Dev comments: We are confident in our approach to match and weapon progression - every match gets more lethal over time and every tier of weapon is viable, depending on how far the match has progressed. This new system ensures that no matter whether a match is aggressive or passive, Mid- and Late-match Airdrops represent viable choices and the match events are guaranteed to to reward players who successfully participate. Dev comments: The way armor worked previously almost guaranteed that it would be fully utilized in a single fight, meaning that if you survived a fight but encountered an armored vulture, your HP deficit was magnified. Armor effectively extended your HP pool by a large amount for a single encounter. Armor now has less impact on an individual fight by offering a maximum of 20% damage reduction, and will now typically last over the course of multiple encounters. Kill Perks are now Reward Perks Dev comments: In keeping with the economy changes geared towards promoting activity rather than only rewarding kills, Kill Perks have been refactored. New Airdrops Added Full Controller Support Updated Melee Weapon Balance Dev comments: With the new combat changes, fights tend to be faster-paced, so this was a good opportunity to revisit weapon damage numbers. We tried to follow a few rules of thumb: Having a weapon provides a tremendous advantage vs. being unarmed. A manufactured T1 has a small advantage over crafted - otherwise crafted is always the go-to choice because it costs less (vs. the recycle value of a T1) and allows you to choose which weapon type you want (no RNG element). The magnitude of the step from one tier to the next grows with each tier, which helps incentivize going for the next higher tier despite the additional cost. The top damage-dealer of a given tier is never better than the worst damage-dealer of the next tier up, regardless of wounds (the last iteration had some issues with this). General Improved character hair visuals Dev comments: With the new combo system, backstabs typically allow for multiple hits to land quickly, which serves as a built-in bonus. Dev comments: Lightning Rounds are meant to be a fast-paced alternative to Classic matches, with a few novelty Airdrops that really shake things up from time to time. A large proportion of the Lightning Airdrops contained a gun and/or an explosive, which meant that too many Airdrops had the “novelty” flavor. We’ve adjusted a handful of them so that the overall list is a little more traditional. |
Greetings Contestants! |
Dev comments: The ability to hold a charged attack indefinitely led to stalemate situations where one player held a charged attack while the other held block. The charged attack state (coupled with the ability to quickly cancel into a block) was incredibly powerful - a brief mistake by a blocking opponent could be punished heavily. Why are we forcing the attack to execute once it has been initiated? Using the rock, paper, scissors paradigm, it’s important that players commit to an action when they take it. The system includes a minimum block time and a long shove animation so that players who take those actions are at risk if they made the wrong choice. Attacks are no different. If you choose to charge an attack, you’re taking a risk and your opponent deserves the opportunity to capitalize on a mistake. Our goal is for the neutral state to be the default during combat - forcing players to make predictive and reactive decisions based on their opponent’s patterns and actions. An added benefit of this change is to make weapon speed ratings more meaningful in terms of combat mechanics. Dev comments: While many players enjoyed the ability to cancel an attack into a block (and subsequently into a shove), this mechanic contributed to the power of the charged attack state. Attacks can still be canceled by switching weapons, but that leaves the player vulnerable. This change improves the value of blocking and makes charging an attack against a neutral opponent more risky. Dev comments: In the previous iteration of Weakness/Feeble, a blocked player could reliably turn and run from the blocker without taking damage from a follow-up attack. This meant that successfully blocking an attack did not create an adequate window of opportunity for the blocking player. Our goal with Weakness and Feeble is for the blocking player to have a meaningful advantage - they can disengage from the fight, they can land a charged attack (that partially bypasses the Weakened player’s block), or they can read the opponent’s actions in the hopes of successfully shoving or blocking them again. Dev comments: Without the ability to hold a charged attack to pursue a backstab against an unaware player, we chose to reduce the volume of this sound effect. If a player is crafting, looting a FUNC barrel, or recycling, it should be possible to charge your backstab in close proximity without giving away your presence. Dev comments: This functionality was present for quite some time but was removed several patches ago. Based on community feedback we’ve reintroduced it - the goal is to allow a chasing player to have a skill-based method (i.e. picking up a rock or stick and throwing it) to gain ground against a fleeing player. Dev comments: This functionality was introduced some time back to combat a trend where players would shove repeatedly. With the current state of combat we do not expect shove spam to be a problem and the mini-stagger was confusing when it happened. Perks Dev comments: Movement speed perks are tricky when so much rides on your ability to maneuver, give chase, or escape. Ultimately we felt that Leg Day was too appealing compared to other Movement Perks and at the same time put players at risk if they chose not to take it. Dev comments: We’ve brought Speedy Speer’s bonus down to match where Leg Day was previously. Since Spears are relatively weak in the early game (when many players don’t have armor) and carrying a spear gives opponents a clue that you might have a speed advantage, we feel that it’s in a good place. Dev comments: Dig Deep’s ability to mitigate a massive amount of what would have been killing-blow damage and restore player's’ health to the point where they could sustain multiple additional jabs made it compare favorably to the other Survival perks. It is still valuable, but players should now feel extremely vulnerable after Dig Deep triggers. Airdrops Dev comments: As mentioned in the big picture update, we have several bigger changes coming to Airdrops and match progression, but the removal of Early Match airdrops represents an important first step. The primary goal here is to make scavenging and crafting viable and necessary during the early stages of the match. Networking Dev comments: Finding the right balance between new features, bug fixes, and optimization is always tricky, especially for a small team during Early Access. These changes should improve responsiveness of the online experience. It is difficult for us to thoroughly test these changes under the wide range of network conditions experienced in a live environment, so we’re interested to hear from users about their experience with this change. Misc Changes |
Economy and Progression We have quite a few changes planned for the economy and match progression. We believe these changes will make Airdrops more accessible and desirable (regardless of the pace of the match) and also ensure that each match has two match events to spice things up. Under the Hood Although we’re continuing to work on shiny new features and balance work, there’s a lot going on that won’t be visible to the naked eye. We’re upgrading to the latest version of the Unreal Engine (4.15), which brings with it a host of optimizations that should improve load times, memory footprint, frame rate performance, and networking efficiency for many users. We’ve also done quite a bit of targeted optimization of our client-side network behavior, resulting in a major reduction in the number and size of messages being sent to and from the game servers. This has allowed us to increase our server tick rate substantially, and should provide a better online experience for everyone. Have you ever found yourself stuck in a block or taking an action you didn’t intend? We’ve rewritten our input system to be more robust and eliminate the types of bugs that occur when you switch weapons or change states during combat. Hopefully you won’t feel much of a difference, but you’ll find the controls to be consistently responsive and reliable, just as you’d expect. New Features The Big House update brought with it lots of new features, and throughout 2017 we hope to introduce many more. Two of the most critical are matchmaker filtering (allowing you to specify teams vs. solo and classic vs. lightning if you choose) and seasonal ranked play. Matchmaker filtering will be coming with the next patch and ranked play will follow soon after the Xbox One launch. We are also excited to expand our private match feature set to allow more customization and better support of community tournaments. We’re also excited to experiment with new game modes. We’re even working on a fast-paced offline horde survival mode that’s intended to let novice players hone their combat skills against waves of mandroids and provide veteran players with a challenging diversion. As we knock out the big features on our list, we’re looking forward to engaging the community about what you’re hoping to see next. Leaving Early Access The Culling will be exiting the Early Access program in 2017. We don’t have a date to share just yet, but our goal has always been to officially launch the game when it’s ready. For us, Early Access isn’t a permanent label, it’s a phase of our project that we’re using to release The Culling in the best possible form. That means that the coming months will see lots of polishing and bug fixing as we strive to attain the level of fit and finish we think the game deserves. To that end, we’re working to build a small in-house QA team to help us discover issues, vet community bug reports, and verify our fixes to provide our future updates with a higher level of quality and stability. Once we exit Early Access we’ll continue to patch and update the game, but those updates will be geared towards adding content, features, and variety, rather than fixing bugs or iterating core features. The community has been invaluable so far on our Early Access journey and we will continue to rely on your feedback and support as we move forward. Live Streams In the year that we’ve been in Early Access, we’ve seen the cullmunity create some incredible content. On platforms such as Twitch and YouTube, players have put together montages, hosted tournaments and have even held regular roundtable discussions centered entirely around the game. Now it’s our turn to return the favor. We’re excited to announce that starting next week we will be launching weekly Official live streams. Viewers can expect to not only learn more about The Culling as a game, but also get to know the developers behind it and the community that supports it. We will have more information on this very shortly, so make sure you’re following us on Twitter, Facebook and Twitch for the latest! Update Schedule So when are all of these changes coming? The next patch will include matchmaking, combat changes, removal of early airdrops, and a few other balance changes. It should arrive next week (March 22nd). Look for official patch notes as that date nears. There will likely be one more patch after that before the Xbox One launch. That patch will bring the live PC version up to date with all of the under the hood (Unreal Engine 4.15) and economy / Airdrop / match progression changes detailed above. We’re not ready to estimate a date for that yet. We will patch the PC again to coincide with the Xbox One launch, and from there we expect ongoing updates every 4-6 weeks, with smaller hotfixes as necessary. Conclusion The Culling had an amazing first year. Our little team never imagined the response we would get when the game first launched, nor did we fully grasp the magnitude of the task that still lay ahead. This journey has been a wild ride, an unparalleled learning experience, and an absolute joy. You, the cullmunity, have made it possible. We thank you for your passion, your feedback, your kind words, and your uncanny ability to smash, shoot, poison, and slash each other to death. We’ll see you on the island! |
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Players may now equip one perk per category (3 perks from 4 categories). Dev comments: This gating system allows us to bring back several popular perks from the past. We are now able to balance perks within categories rather than against all the other perks in the list, which in turn prevents stacking of movement or defensive perks. We’ve also made some favorites weapon-specific, which we thinks promotes interesting weapon-specific builds. Dev comments: The Kill Perks experiment has proven successful in terms of incentivizing aggressive play, but we felt that trimming from 5 to 3 retains the incentive and frees Leg Day and Dig Deep to rejoin the regular perk list. Melee Combat Changes Dev comments: The primary goal of this feature is to ensure that the successful blocker is able to capitalize on the Weeakness/Feeble wound. Previously the weakened player could easily escape without taking damage. This has the added benefit of allowing skilled players to crowd-control their opponents, giving them a better chance in 1v2 situations. Dev comments: This addresses the problem where skill could not be used to overcome a significant hit point disadvantage. Previously, the player with the advantage could deal enough damage despite the weakness wound, meaning they could spam attacks indiscriminately and still win. This behavior now results in Feeble, which renders your offense and defense ineffective. Dev comments: The goal with Weakness and Feeble is to create a specific opportunity for the successful blocker to punish the blocked player. The goal is to allow the player time to close distance and land a fully charged attack without being jabbed back instantly when the wound clears. Holding a fully charged melee for more than 1 second attack drains stamina at a rate of 5 stamina points per second Dev comments: Now that charged attacks cannot be interrupted, we are finding stalemate situations with one player charging an attack and the opponent blocking. The attacker is at an advantage because they can almost guarantee fully charged damage when the opponent drops their block. This change puts the player who charges an attack for too long at a stamina disadvantage. Airdrop Changes Dev comments: We have a few more changes planned that will impact Airdrops, but for now we want to make Late Airdrops more appealing and reintroduce some ranged options. Dev comments: Master Crafter was popular enough that we decided a global reduction in crafting times was warranted. The original goal was that crafting would make you vulnerable to attack, but we may have taken things a bit too far. Dev comments: Our first stab at XP awards proved to be a little too generous, which is better than being too stingy, but worse than being just right. Hopefully this iteration will feel just right. Bug Fixes and Polish Perk List |
Greetings Contestants! Dev comments: Players discovered an exploit that allowed them to immediately execute a shove after being blocked, which allowed them to turn the tables on a player who had effectively blocked them. Bug Fixes Matchmaking returned to default from Teams-only. |
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Attention Contestant: |
Greetings Contestants!
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The U.S. presidential election is nearly upon us and just when you thought the last political shots had been fired, The Culling has a final trick up its sleeve that could decide the outcome of the race. That’s right: Trump and Hillary masks are making their way to the island (sorry, Gary Johnson).
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Greetings contestants! |
Greetings Contestants!
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Greetings Contestants!
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Greetings Contestants!
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Greetings Contestants!
Armor Changes |
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Greetings Contestants!
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Greetings Contestants! |
Greetings Contestants! |
Greetings Contestants!
We’ll see you on the island! |
Greetings Contestants!
We’ll see you on the island! |
Greetings Contestants!
We’ll see you on the island! |
Greetings Contestants!
We’ll see you on the island! |
Greetings Contestants! |
Greetings Contestants!
We’ll see you on the island! |
Greetings Contestants! |
Greetings Contestants!
If you haven't been keeping up with the Test Servers, check out the full patch notes here. We'll see you on the island! |
Greetings Contestants!
Hotfixes represent a platform for us to deliver small changes ahead of our update schedule. If you continue to have issues, please report them at help.theculling.com . You can read all about the Trials of the Isle update here. Though combat and balance changes are not being introduced in this hotfix, we have listened to your feedback and more changes are on their way! Our process for combat iteration moving forward looks like this: We have completed step 1 and we’re nearly finished with step 2. Our current goal is to announce our planned changes and launch the test server next week in lieu of the regularly scheduled patch. Additionally, we here at Xaviant want to thank you for your overwhelming support and patience as we continue to evolve The Culling. Your feedback is not only welcome, but necessary as we continue our mission to do Early Access right. We’ll see you on the island! |
Greetings Contestants!
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Greetings Contestants!
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The Culling is Now Available on SteamOS and is 10% off!* |
Greetings contestants! |
Greetings contestants!
Graphics Settings
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Greetings contestants! |
Greetings Contestants!
Changes Gameplay
Audio Art
Animation Level
UI
Other
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Greetings contestants!
As always, your feedback is appreciated. We’ll see you on the island! |
Greetings contestants!
We’re always listening to your feedback and our goal is to use Early Access to make The Culling the best battle royale game in the genre. Thank you for your support and for being awesome members of the Cullmmunity. We’ll see you on the island! |
Greetings contestants!
We’re always listening to your feedback and our goal is to use Early Access to make The Culling the best battle royale game in the genre. Thank you for your support and for being awesome members of the Cullmmunity. We’ll see you on the island! |
Greetings contestants! |
Minor Changes
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The Patch for "The Culling Goes Down Under" is now live. You can check out the details here: http://steamcommunity.com/games/437220/announcements/detail/652266282610993172 |